Activate Saudor, move in carrier, 3 GF, 1 fighter, 1 cruiser from home, land on Saudor.
Lovely bug people of the South, would you be amenable to taking your pick of the planets in DB/Xxehan, plus one TG the moment I get one, in exchange for letting me hold both of them through the end of next round?
Sardakk N'orr: Activate the Mellon-Zohbat system. (TP 3 --> 2)
Move in 1 Cruiser, 1 Carrier, and 2 Infantry from the N'orr Home System.
Land 1 Infantry on each of Mellon and Zohbat. The Barony of Letnev: Activate the Abyz-Fria system. (TP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, 1 Fighter, and 2 Infantry from the Letnev Home System.
Land 1 Infantry on each of Abyz and Fria. The Embers of Muaat: Activate the Bereg-Lirta IV system. (TP 3 --> 2)
Move in 1 Prototype War Sun, 2 Fighters, and 2 Infantry from the Muaat Home System.
Land 1 Infantry on each of Bereg and Lirta IV. The Yssaril Tribes: Activate the Saudor system. (TP 3 --> 2)
Move in 1 Cruiser, 1 Carrier, 1 Fighter, and 3 Infantry from the Yssaril Home System.
Land 3 Infantry on Saudor.
The Barony of Letnev - 0 VP The Embers of Muaat - 0 VP The Yssaril Tribes - 0 VP Sardakk N'orr - 0 VP The L1z1x Mindnet - 0 VP The Ghosts of Creuss - 0 VP
Public Objectives Expand Borders (1 VP): Control 6 planets in non-home systems. Erect a Monument (1 VP): Spend 8 resources.
3 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives The Barony of Letnev: 1 unfulfilled secret objective in hand. The Embers of Muaat: 1 unfulfilled secret objective in hand. The Yssaril Tribes: 1 unfulfilled secret objective in hand. Sardakk N'orr: 1 unfulfilled secret objective in hand. The L1z1x Mindnet: 1 unfulfilled secret objective in hand. The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
Special Objectives
(none)
The Barony of Letnev (Ketar)
Commodities: 0 / 2
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) X - Abyz (Hazardous, 3R, 0I) X - Fria (Hazardous, 2R, 0I)
The Embers of Muaat (El Skid)
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring
Worlds: R - Muaat (4R, 1I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I)
The Yssaril Tribes (Lykouragh)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator
Worlds: X - Retillion (2R, 3I) R - Shalloq (1R, 2I) X - Saudor (Industrial, 2R, 2I)
Sardakk N'orr (38thDoe)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: (none)
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) X - Mellon (Cultural, 0R, 2I) X - Zohbat (Hazardous, 3R, 1I)
The L1z1x Mindnet (Phyphor) SPEAKER
Commodities: 0 / 2
Trade Goods: 0
Action Cards: 0
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring
Worlds: R - [0.0.0] (5R, 0I)
The Ghosts of Creuss (A Half Eaten Oreo)
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 0
Tactic Pool: 5
Fleet Pool: 3
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive
Worlds: R - Creuss (4R, 2I)
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Arinam (Industrial, 1R, 2I)
N - Arnor (Industrial, 2R, 1I)
N - Coorneeq (Cultural, 1R, 2I)
N - Dal Bootha (Cultural, 0R, 2I)
N - Lazar (Industrial, 1R, 0I, Y)
N - Lodor (Cultural, 3R, 1I)
N - Lor (Industrial, 1R, 2I)
N - Meer (Hazardous, 0R, 4I, R)
N - Mehar Xull (Hazardous, 1R, 3I, R)
N - New Albion (Industrial, 1R, 1I, G)
N - Quann (Cultural, 2R, 1I)
N - Qucen'n (Industrial, 1R, 2I)
N - Rarron (Cultural, 0R, 3I)
N - Resculon (Cultural, 2R, 0I)
N - Sakulag (Hazardous, 2R, 1I)
N - Starpoint (Hazardous, 3R, 1I)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
N - Wellon (Industrial, 1R, 2I, Y)
N - Xxehan (Cultural, 1R, 1I)
Order of Play The Ghosts of Creuss (A Half Eaten Oreo) - (1) Leadership Sardakk N'orr (38thDoe) - (2) Diplomacy The Barony of Letnev (Ketar) - (3) Politics The Embers of Muaat (El Skid) - (5) Trade The Yssaril Tribes (Lykouragh) - (6) Warfare The L1z1x Mindnet (Phyphor) - (7) Technology Current Player
MrBlarney on
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Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Activate Saudor, move in carrier, 3 GF, 1 fighter, 1 cruiser from home, land on Saudor.
Lovely bug people of the South, would you be amenable to taking your pick of the planets in DB/Xxehan, plus one TG the moment I get one, in exchange for letting me hold both of them through the end of next round?
We want to say yes because we want to be good neighbors, but we don't want to be trapped and we are interested in this so called technology and thus Wellon if just for a turn.
Activate Saudor, move in carrier, 3 GF, 1 fighter, 1 cruiser from home, land on Saudor.
Lovely bug people of the South, would you be amenable to taking your pick of the planets in DB/Xxehan, plus one TG the moment I get one, in exchange for letting me hold both of them through the end of next round?
We want to say yes because we want to be good neighbors, but we don't want to be trapped and we are interested in this so called technology and thus Wellon if just for a turn.
How about if I can hang on to DB/Xx, you can permanently hold Wellon after next round and have transit through DB/Xx as you like?
Activate New Albion/ Starpoint.
Move in :
1 Carrier with 3 infantry and 1 fighter
1 Destroyer
Claim each planet dropping 1 infantry in each planet, leave one in space.
Discard Tactical Bombardment
Action: Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
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Options
El SkidThe frozen white northRegistered Userregular
The L1z1x Mindnet: Activate the Lazar-Sakulag system. (TP 3 --> 2)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from the L1z1x Home System.
Land 1 Infantry on each of Lazar and Sakulag. The Ghosts of Creuss: Activate the New Albion-Starpoint system. (TP 5 --> 4)
Move in 1 Destroyer, 1 Carrier, 1 Fighter, and 3 Infantry from the Creuss Home System.
Land 1 Infantry on each of New Albion and Starpoint. Sardakk N'orr: Activate the Arnor-Lor system. (TP 2 --> 1)
Move in 1 Carrier and 2 Infantry from the N'orr Home System.
Land 1 Infantry on each of Arnor and Lor. The Barony of Letnev: Play the primary ability of the (3) Politics Strategy Card, claiming the Speaker token and drawing 2 Action Cards. (AC 0 --> 2)
Draw the top 2 cards of the Agenda Deck, returning both Agendas to the top of the deck.
Yssaril plays on the secondary (SP 3 --> 2), drawing 3 Action Cards due to Scheming and discarding "Tactical Bombardment" from hand. (AC 0 --> 2)
The Barony of Letnev - 0 VP The Embers of Muaat - 0 VP The Yssaril Tribes - 0 VP Sardakk N'orr - 0 VP The L1z1x Mindnet - 0 VP The Ghosts of Creuss - 0 VP
Public Objectives Expand Borders (1 VP): Control 6 planets in non-home systems. Erect a Monument (1 VP): Spend 8 resources.
3 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives The Barony of Letnev: 1 unfulfilled secret objective in hand. The Embers of Muaat: 1 unfulfilled secret objective in hand. The Yssaril Tribes: 1 unfulfilled secret objective in hand. Sardakk N'orr: 1 unfulfilled secret objective in hand. The L1z1x Mindnet: 1 unfulfilled secret objective in hand. The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
Special Objectives
(none)
The Barony of Letnev (Ketar) SPEAKER
Commodities: 0 / 2
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) X - Abyz (Hazardous, 3R, 0I) X - Fria (Hazardous, 2R, 0I)
Other Racial Data:
- Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
The Embers of Muaat (El Skid)
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring
Worlds: R - Muaat (4R, 1I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I)
Other Racial Data:
- Racial Unit: Prototype War Sun (War Sun): As War Sun, but Movement 1.
- Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
- Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
- Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
- Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
- Gashlai Physiology: Your ships can move through Supernovas.
- Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
The Yssaril Tribes (Lykouragh)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator
Worlds: X - Retillion (2R, 3I) R - Shalloq (1R, 2I) X - Saudor (Industrial, 2R, 2I)
Other Racial Data:
- Flagship: Y'sia Y'ssrila: Combat Value 5 (x2), Movement 2, Carry Capacity 3. Sustain Damage. This ship can move through systems that contain other players' ships.
- Racial Technology: Transparasteel Plating (Green, requires 1 Green): During your turn of the Action Phase, players that have passed cannot play Action Cards.
- Racial Technology: Mageon Implants (Green, requires 3 Green): Action: Exhaust this card to look at another player's hand of Action Cards. Choose 1 of those cards and add it to your hand.
- Stall Tactics: Action: Discard 1 card from your hand.
- Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
- Crafty: You an have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
- Racial Promissory Note: Spy Net: At the start of your turn: Look at the Yssaril player's hand of Action Cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.
Sardakk N'orr (38thDoe)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 0
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: (none)
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) X - Arnor (Industrial, 2R, 1I) X - Lor (Industrial, 1R, 2I) X - Mellon (Cultural, 0R, 2I) X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Commodities: 0 / 2
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring
Worlds: R - [0.0.0] (5R, 0I) X - Lazar (Industrial, 1R, 0I, Y) X - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
- Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
- Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
- Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
- Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
- Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.
- Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
The Ghosts of Creuss (A Half Eaten Oreo)
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 0
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive
Worlds: R - Creuss (4R, 2I) X - New Albion (Industrial, 1R, 1I, G) X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Arinam (Industrial, 1R, 2I)
N - Coorneeq (Cultural, 1R, 2I)
N - Dal Bootha (Cultural, 0R, 2I)
N - Lodor (Cultural, 3R, 1I)
N - Meer (Hazardous, 0R, 4I, R)
N - Mehar Xull (Hazardous, 1R, 3I, R)
N - Quann (Cultural, 2R, 1I)
N - Qucen'n (Industrial, 1R, 2I)
N - Rarron (Cultural, 0R, 3I)
N - Resculon (Cultural, 2R, 0I)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
N - Wellon (Industrial, 1R, 2I, Y)
N - Xxehan (Cultural, 1R, 1I)
Order of Play The Ghosts of Creuss (A Half Eaten Oreo) - (1) Leadership Sardakk N'orr (38thDoe) - (2) Diplomacy The Barony of Letnev (Ketar) - (3) Politics The Embers of Muaat (@El Skid) - (5) Trade Current Player The Yssaril Tribes (Lykouragh) - (6) Warfare The L1z1x Mindnet (Phyphor) - (7) Technology
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Options
El SkidThe frozen white northRegistered Userregular
Play Trade primary
Gain 3 TG and refresh our commodities.
Negotiations are now open for free refreshes. If you want one, weβll oblige for 1 TG/commodity or a promissaey note. Other offers will be considered.
Weβd also like to trade away our 4 commodities.
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Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
We want a free refresh and can offer a TG at some point in the future when trade is allowed.
We will take that free refresh in exchange for 1 TG later
Can we quantify 'Later' a bit more in this context? If you could pay me back during the agenda phase this round it'd be swell. If it'll take longer let us know and we will deliberate.
We will take that free refresh in exchange for 1 TG later
Can we quantify 'Later' a bit more in this context? If you could pay me back during the agenda phase this round it'd be swell. If it'll take longer let us know and we will deliberate.
We will take that free refresh in exchange for 1 TG later
Can we quantify 'Later' a bit more in this context? If you could pay me back during the agenda phase this round it'd be swell. If it'll take longer let us know and we will deliberate.
When we are able to trade
Deal- refresh L1Z1X commodities in exchange for a TG later.
El Skid on
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Options
KetarCome on upstairswe're having a partyRegistered Userregular
We probably won't be having an agenda phase at the end of this round, right? I don't think anyone will be colonizing Mec Rex just yet.
+1
Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
We won't be. Our propulsion technology currently consists of getting out and pushing.
To trade active player has to be involved and we have to be neighbors correct?
Correct. You can discuss stuff beforehand in the thread though- for instance phyphor is perfectly able to discuss trading commodities with 38th doe above... they just can't actually trade until one of them is the active player and they are neighbours, or until the Agenda phase when that starts happening.
We'll take the 1 commodity for a refresh deal. Muaat we should be neighbors after my next move, want to trade 2:2 then?
Deal! As we can only trade once per turn, this will end up being a 3 commodities (Yssaril) for 2 commodities (Muaat) deal. Refresh Yssaril commodities now.
El Skid on
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Options
El SkidThe frozen white northRegistered Userregular
Posts
Move War Sun with 2 fighters and 2 infantry from Home System.
Land on each planet.
@Lykouragh
Lovely bug people of the South, would you be amenable to taking your pick of the planets in DB/Xxehan, plus one TG the moment I get one, in exchange for letting me hold both of them through the end of next round?
@Phyphor
Sardakk N'orr: Activate the Mellon-Zohbat system. (TP 3 --> 2)
Move in 1 Cruiser, 1 Carrier, and 2 Infantry from the N'orr Home System.
Land 1 Infantry on each of Mellon and Zohbat.
The Barony of Letnev: Activate the Abyz-Fria system. (TP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, 1 Fighter, and 2 Infantry from the Letnev Home System.
Land 1 Infantry on each of Abyz and Fria.
The Embers of Muaat: Activate the Bereg-Lirta IV system. (TP 3 --> 2)
Move in 1 Prototype War Sun, 2 Fighters, and 2 Infantry from the Muaat Home System.
Land 1 Infantry on each of Bereg and Lirta IV.
The Yssaril Tribes: Activate the Saudor system. (TP 3 --> 2)
Move in 1 Cruiser, 1 Carrier, 1 Fighter, and 3 Infantry from the Yssaril Home System.
Land 3 Infantry on Saudor.
Current Map: Round 1: Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Embers of Muaat - 0 VP
The Yssaril Tribes - 0 VP
Sardakk N'orr - 0 VP
The L1z1x Mindnet - 0 VP
The Ghosts of Creuss - 0 VP
Public Objectives
Expand Borders (1 VP): Control 6 planets in non-home systems.
Erect a Monument (1 VP): Spend 8 resources.
3 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives
The Barony of Letnev: 1 unfulfilled secret objective in hand.
The Embers of Muaat: 1 unfulfilled secret objective in hand.
The Yssaril Tribes: 1 unfulfilled secret objective in hand.
Sardakk N'orr: 1 unfulfilled secret objective in hand.
The L1z1x Mindnet: 1 unfulfilled secret objective in hand.
The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
Special Objectives
(none)
The Barony of Letnev (Ketar)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
X - Abyz (Hazardous, 3R, 0I)
X - Fria (Hazardous, 2R, 0I)
The Embers of Muaat (El Skid)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring
Worlds:
R - Muaat (4R, 1I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
The Yssaril Tribes (Lykouragh)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator
Worlds:
X - Retillion (2R, 3I)
R - Shalloq (1R, 2I)
X - Saudor (Industrial, 2R, 2I)
Sardakk N'orr (38thDoe)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: (none)
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
X - Mellon (Cultural, 0R, 2I)
X - Zohbat (Hazardous, 3R, 1I)
The L1z1x Mindnet (Phyphor) SPEAKER
Trade Goods: 0
Action Cards: 0
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring
Worlds:
R - [0.0.0] (5R, 0I)
The Ghosts of Creuss (A Half Eaten Oreo)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 5
Fleet Pool: 3
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive
Worlds:
R - Creuss (4R, 2I)
Neutral Worlds
N - Arinam (Industrial, 1R, 2I)
N - Arnor (Industrial, 2R, 1I)
N - Coorneeq (Cultural, 1R, 2I)
N - Dal Bootha (Cultural, 0R, 2I)
N - Lazar (Industrial, 1R, 0I, Y)
N - Lodor (Cultural, 3R, 1I)
N - Lor (Industrial, 1R, 2I)
N - Meer (Hazardous, 0R, 4I, R)
N - Mehar Xull (Hazardous, 1R, 3I, R)
N - New Albion (Industrial, 1R, 1I, G)
N - Quann (Cultural, 2R, 1I)
N - Qucen'n (Industrial, 1R, 2I)
N - Rarron (Cultural, 0R, 3I)
N - Resculon (Cultural, 2R, 0I)
N - Sakulag (Hazardous, 2R, 1I)
N - Starpoint (Hazardous, 3R, 1I)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
N - Wellon (Industrial, 1R, 2I, Y)
N - Xxehan (Cultural, 1R, 1I)
Order of Play
The Ghosts of Creuss (A Half Eaten Oreo) - (1) Leadership
Sardakk N'orr (38thDoe) - (2) Diplomacy
The Barony of Letnev (Ketar) - (3) Politics
The Embers of Muaat (El Skid) - (5) Trade
The Yssaril Tribes (Lykouragh) - (6) Warfare
The L1z1x Mindnet (Phyphor) - (7) Technology Current Player
We want to say yes because we want to be good neighbors, but we don't want to be trapped and we are interested in this so called technology and thus Wellon if just for a turn.
How about if I can hang on to DB/Xx, you can permanently hold Wellon after next round and have transit through DB/Xx as you like?
@A Half Eaten Oreo
Move in :
1 Carrier with 3 infantry and 1 fighter
1 Destroyer
Claim each planet dropping 1 infantry in each planet, leave one in space.
@38thDoe
Move in with carrier and 2 infantry. Drop 1 on each planet.
@38thDoe @A Half Eaten Oreo @El Skid @Phyphor @Lykouragh to play or pass Politics secondary.
Discard Tactical Bombardment
Action: Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
The L1z1x Mindnet: Activate the Lazar-Sakulag system. (TP 3 --> 2)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from the L1z1x Home System.
Land 1 Infantry on each of Lazar and Sakulag.
The Ghosts of Creuss: Activate the New Albion-Starpoint system. (TP 5 --> 4)
Move in 1 Destroyer, 1 Carrier, 1 Fighter, and 3 Infantry from the Creuss Home System.
Land 1 Infantry on each of New Albion and Starpoint.
Sardakk N'orr: Activate the Arnor-Lor system. (TP 2 --> 1)
Move in 1 Carrier and 2 Infantry from the N'orr Home System.
Land 1 Infantry on each of Arnor and Lor.
The Barony of Letnev: Play the primary ability of the (3) Politics Strategy Card, claiming the Speaker token and drawing 2 Action Cards. (AC 0 --> 2)
Draw the top 2 cards of the Agenda Deck, returning both Agendas to the top of the deck.
Yssaril plays on the secondary (SP 3 --> 2), drawing 3 Action Cards due to Scheming and discarding "Tactical Bombardment" from hand. (AC 0 --> 2)
Current Map: Round 1: Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Embers of Muaat - 0 VP
The Yssaril Tribes - 0 VP
Sardakk N'orr - 0 VP
The L1z1x Mindnet - 0 VP
The Ghosts of Creuss - 0 VP
Public Objectives
Expand Borders (1 VP): Control 6 planets in non-home systems.
Erect a Monument (1 VP): Spend 8 resources.
3 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives
The Barony of Letnev: 1 unfulfilled secret objective in hand.
The Embers of Muaat: 1 unfulfilled secret objective in hand.
The Yssaril Tribes: 1 unfulfilled secret objective in hand.
Sardakk N'orr: 1 unfulfilled secret objective in hand.
The L1z1x Mindnet: 1 unfulfilled secret objective in hand.
The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
Special Objectives
(none)
The Barony of Letnev (Ketar) SPEAKER
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
X - Abyz (Hazardous, 3R, 0I)
X - Fria (Hazardous, 2R, 0I)
Other Racial Data:
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
The Embers of Muaat (El Skid)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring
Worlds:
R - Muaat (4R, 1I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
Other Racial Data:
- Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
- Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
- Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
- Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
- Gashlai Physiology: Your ships can move through Supernovas.
- Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
The Yssaril Tribes (Lykouragh)
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator
Worlds:
X - Retillion (2R, 3I)
R - Shalloq (1R, 2I)
X - Saudor (Industrial, 2R, 2I)
Other Racial Data:
- Racial Technology: Transparasteel Plating (Green, requires 1 Green): During your turn of the Action Phase, players that have passed cannot play Action Cards.
- Racial Technology: Mageon Implants (Green, requires 3 Green): Action: Exhaust this card to look at another player's hand of Action Cards. Choose 1 of those cards and add it to your hand.
- Stall Tactics: Action: Discard 1 card from your hand.
- Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
- Crafty: You an have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
- Racial Promissory Note: Spy Net: At the start of your turn: Look at the Yssaril player's hand of Action Cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.
Sardakk N'orr (38thDoe)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: (none)
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
X - Arnor (Industrial, 2R, 1I)
X - Lor (Industrial, 1R, 2I)
X - Mellon (Cultural, 0R, 2I)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring
Worlds:
R - [0.0.0] (5R, 0I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
- Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
- Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
- Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
- Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.
- Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
The Ghosts of Creuss (A Half Eaten Oreo)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive
Worlds:
R - Creuss (4R, 2I)
X - New Albion (Industrial, 1R, 1I, G)
X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Neutral Worlds
N - Arinam (Industrial, 1R, 2I)
N - Coorneeq (Cultural, 1R, 2I)
N - Dal Bootha (Cultural, 0R, 2I)
N - Lodor (Cultural, 3R, 1I)
N - Meer (Hazardous, 0R, 4I, R)
N - Mehar Xull (Hazardous, 1R, 3I, R)
N - Quann (Cultural, 2R, 1I)
N - Qucen'n (Industrial, 1R, 2I)
N - Rarron (Cultural, 0R, 3I)
N - Resculon (Cultural, 2R, 0I)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
N - Wellon (Industrial, 1R, 2I, Y)
N - Xxehan (Cultural, 1R, 1I)
Order of Play
The Ghosts of Creuss (A Half Eaten Oreo) - (1) Leadership
Sardakk N'orr (38thDoe) - (2) Diplomacy
The Barony of Letnev (Ketar) - (3) Politics
The Embers of Muaat (@El Skid) - (5) Trade Current Player
The Yssaril Tribes (Lykouragh) - (6) Warfare
The L1z1x Mindnet (Phyphor) - (7) Technology
Gain 3 TG and refresh our commodities.
Negotiations are now open for free refreshes. If you want one, weβll oblige for 1 TG/commodity or a promissaey note. Other offers will be considered.
Weβd also like to trade away our 4 commodities.
Deal! Refresh Letnev's commodities
@38thDoe would you be interested in trading commodities?
Can we quantify 'Later' a bit more in this context? If you could pay me back during the agenda phase this round it'd be swell. If it'll take longer let us know and we will deliberate.
When we are able to trade
Deal- refresh L1Z1X commodities in exchange for a TG later.
Correct. You can discuss stuff beforehand in the thread though- for instance phyphor is perfectly able to discuss trading commodities with 38th doe above... they just can't actually trade until one of them is the active player and they are neighbours, or until the Agenda phase when that starts happening.
Excellent. 2:2?
Deal! As we can only trade once per turn, this will end up being a 3 commodities (Yssaril) for 2 commodities (Muaat) deal. Refresh Yssaril commodities now.
@Lykouragh
2:2 is fine, or we could give you one extra TG in exchange for letting us take Vefut II leaving you free to explore the wormholes and or the capital.